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/****************************************************************************
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/*!
\page graphicsview.html
\title Graphics View Framework
\ingroup qt-graphics
\ingroup qt-basic-concepts
\brief An overview of the Graphics View framework for interactive 2D
graphics.
\keyword Graphics View
\keyword GraphicsView
\keyword Graphics
\keyword Canvas
\since 4.2
Graphics View provides a surface for managing and interacting with a large
number of custom-made 2D graphical items, and a view widget for
visualizing the items, with support for zooming and rotation.
The framework includes an event propagation architecture that allows
precise double-precision interaction capabilities for the items on the
scene. Items can handle key events, mouse press, move, release and
double click events, and they can also track mouse movement.
Graphics View uses a BSP (Binary Space Partitioning) tree to provide very
fast item discovery, and as a result of this, it can visualize large
scenes in real-time, even with millions of items.
Graphics View was introduced in Qt 4.2, replacing its predecessor,
QCanvas.
Topics:
\tableofcontents
\section1 The Graphics View Architecture
Graphics View provides an item-based approach to model-view programming,
much like InterView's convenience classes QTableView, QTreeView and
QListView. Several views can observe a single scene, and the scene
contains items of varying geometric shapes.
\section2 The Scene
QGraphicsScene provides the Graphics View scene. The scene has the
following responsibilities:
\list
\li Providing a fast interface for managing a large number of items
\li Propagating events to each item
\li Managing item state, such as selection and focus handling
\li Providing untransformed rendering functionality; mainly for printing
\endlist
The scene serves as a container for QGraphicsItem objects. Items are
added to the scene by calling QGraphicsScene::addItem(), and then
retrieved by calling one of the many item discovery functions.
QGraphicsScene::items() and its overloads return all items contained
by or intersecting with a point, a rectangle, a polygon or a general
vector path. QGraphicsScene::itemAt() returns the topmost item at a
particular point. All item discovery functions return the items in
descending stacking order (i.e., the first returned item is topmost,
and the last item is bottom-most).
\snippet graphicsview.cpp 0
QGraphicsScene's event propagation architecture schedules scene events
for delivery to items, and also manages propagation between items. If
the scene receives a mouse press event at a certain position, the
scene passes the event on to whichever item is at that position.
QGraphicsScene also manages certain item states, such as item
selection and focus. You can select items on the scene by calling
QGraphicsScene::setSelectionArea(), passing an arbitrary shape. This
functionality is also used as a basis for rubberband selection in
QGraphicsView. To get the list of all currently selected items, call
QGraphicsScene::selectedItems(). Another state handled by
QGraphicsScene is whether or not an item has keyboard input focus. You
can set focus on an item by calling QGraphicsScene::setFocusItem() or
QGraphicsItem::setFocus(), or get the current focus item by calling
QGraphicsScene::focusItem().
Finally, QGraphicsScene allows you to render parts of the scene into a
paint device through the QGraphicsScene::render() function. You can
read more about this in the Printing section later in this document.
\section2 The View
QGraphicsView provides the view widget, which visualizes the contents
of a scene. You can attach several views to the same scene, to provide
several viewports into the same data set. The view widget is a scroll
area, and provides scroll bars for navigating through large scenes. To
enable OpenGL support, you can set a QGLWidget as the viewport by
calling QGraphicsView::setViewport().
\snippet graphicsview.cpp 1
The view receives input events from the keyboard and mouse, and
translates these to scene events (converting the coordinates used
to scene coordinates where appropriate), before sending the events
to the visualized scene.
Using its transformation matrix, QGraphicsView::transform(), the view can
\e transform the scene's coordinate system. This allows advanced
navigation features such as zooming and rotation. For convenience,
QGraphicsView also provides functions for translating between view and
scene coordinates: QGraphicsView::mapToScene() and
QGraphicsView::mapFromScene().
\image graphicsview-view.png
\section2 The Item
QGraphicsItem is the base class for graphical items in a
scene. Graphics View provides several standard items for typical
shapes, such as rectangles (QGraphicsRectItem), ellipses
(QGraphicsEllipseItem) and text items (QGraphicsTextItem), but the
most powerful QGraphicsItem features are available when you write a
custom item. Among other things, QGraphicsItem supports the following
features:
\list
\li Mouse press, move, release and double click events, as well as mouse
hover events, wheel events, and context menu events.
\li Keyboard input focus, and key events
\li Drag and drop
\li Grouping, both through parent-child relationships, and with
QGraphicsItemGroup
\li Collision detection
\endlist
Items live in a local coordinate system, and like QGraphicsView, it
also provides many functions for mapping coordinates between the item
and the scene, and from item to item. Also, like QGraphicsView, it can
transform its coordinate system using a matrix:
QGraphicsItem::transform(). This is useful for rotating and scaling
individual items.
Items can contain other items (children). Parent items'
transformations are inherited by all its children. Regardless of an
item's accumulated transformation, though, all its functions (e.g.,
QGraphicsItem::contains(), QGraphicsItem::boundingRect(),
QGraphicsItem::collidesWith()) still operate in local coordinates.
QGraphicsItem supports collision detection through the
QGraphicsItem::shape() function, and QGraphicsItem::collidesWith(),
which are both virtual functions. By returning your item's shape as a
local coordinate QPainterPath from QGraphicsItem::shape(),
QGraphicsItem will handle all collision detection for you. If you want
to provide your own collision detection, however, you can reimplement
QGraphicsItem::collidesWith().
\image graphicsview-items.png
\section1 Classes in the Graphics View Framework
These classes provide a framework for creating interactive applications.
\annotatedlist graphicsview-api
\section1 The Graphics View Coordinate System
Graphics View is based on the Cartesian coordinate system; items'
position and geometry on the scene are represented by sets of two
numbers: the x-coordinate, and the y-coordinate. When observing a scene
using an untransformed view, one unit on the scene is represented by
one pixel on the screen.
\note The inverted Y-axis coordinate system (where \c y grows upwards)
is unsupported as Graphics Views uses Qt's coordinate system.
There are three effective coordinate systems in play in Graphics View:
Item coordinates, scene coordinates, and view coordinates. To simplify
your implementation, Graphics View provides convenience functions that
allow you to map between the three coordinate systems.
When rendering, Graphics View's scene coordinates correspond to
QPainter's \e logical coordinates, and view coordinates are the
same as \e device coordinates. In the \l{Coordinate System}
documentation, you can read about the relationship between
logical coordinates and device coordinates.
\image graphicsview-parentchild.png
\section2 Item Coordinates
Items live in their own local coordinate system. Their coordinates
are usually centered around its center point (0, 0), and this is
also the center for all transformations. Geometric primitives in the
item coordinate system are often referred to as item points, item
lines, or item rectangles.
When creating a custom item, item coordinates are all you need to
worry about; QGraphicsScene and QGraphicsView will perform all
transformations for you. This makes it very easy to implement custom
items. For example, if you receive a mouse press or a drag enter
event, the event position is given in item coordinates. The
QGraphicsItem::contains() virtual function, which returns \c true if a
certain point is inside your item, and false otherwise, takes a
point argument in item coordinates. Similarly, an item's bounding
rect and shape are in item coordinates.
At item's \e position is the coordinate of the item's center point
in its parent's coordinate system; sometimes referred to as \e
parent coordinates. The scene is in this sense regarded as all
parent-less items' "parent". Top level items' position are in scene
coordinates.
Child coordinates are relative to the parent's coordinates. If the
child is untransformed, the difference between a child coordinate
and a parent coordinate is the same as the distance between the
items in parent coordinates. For example: If an untransformed child
item is positioned precisely in its parent's center point, then the
two items' coordinate systems will be identical. If the child's
position is (10, 0), however, the child's (0, 10) point will
correspond to its parent's (10, 10) point.
Because items' position and transformation are relative to the
parent, child items' coordinates are unaffected by the parent's
transformation, although the parent's transformation implicitly
transforms the child. In the above example, even if the parent is
rotated and scaled, the child's (0, 10) point will still correspond
to the parent's (10, 10) point. Relative to the scene, however, the
child will follow the parent's transformation and position. If the
parent is scaled (2x, 2x), the child's position will be at scene
coordinate (20, 0), and its (10, 0) point will correspond to the
point (40, 0) on the scene.
With QGraphicsItem::pos() being one of the few exceptions,
QGraphicsItem's functions operate in item coordinates, regardless of
the item, or any of its parents' transformation. For example, an
item's bounding rect (i.e. QGraphicsItem::boundingRect()) is always
given in item coordinates.
\section2 Scene Coordinates
The scene represents the base coordinate system for all its items.
The scene coordinate system describes the position of each top-level
item, and also forms the basis for all scene events delivered to the
scene from the view. Each item on the scene has a scene position
and bounding rectangle (QGraphicsItem::scenePos(),
QGraphicsItem::sceneBoundingRect()), in addition to its local item
pos and bounding rectangle. The scene position describes the item's
position in scene coordinates, and its scene bounding rect forms the
basis for how QGraphicsScene determines what areas of the scene have
changed. Changes in the scene are communicated through the
QGraphicsScene::changed() signal, and the argument is a list of
scene rectangles.
\section2 View Coordinates
View coordinates are the coordinates of the widget. Each unit in
view coordinates corresponds to one pixel. What's special about this
coordinate system is that it is relative to the widget, or viewport,
and unaffected by the observed scene. The top left corner of
QGraphicsView's viewport is always (0, 0), and the bottom right
corner is always (viewport width, viewport height). All mouse events
and drag and drop events are originally received as view
coordinates, and you need to map these coordinates to the scene in
order to interact with items.
\section2 Coordinate Mapping
Often when dealing with items in a scene, it can be useful to map
coordinates and arbitrary shapes from the scene to an item, from
item to item, or from the view to the scene. For example, when you
click your mouse in QGraphicsView's viewport, you can ask the scene
what item is under the cursor by calling
QGraphicsView::mapToScene(), followed by
QGraphicsScene::itemAt(). If you want to know where in the viewport
an item is located, you can call QGraphicsItem::mapToScene() on the
item, then QGraphicsView::mapFromScene() on the view. Finally, if
you use want to find what items are inside a view ellipse, you can
pass a QPainterPath to mapToScene(), and then pass the mapped path
to QGraphicsScene::items().
You can map coordinates and shapes to and from an item's scene by
calling QGraphicsItem::mapToScene() and
QGraphicsItem::mapFromScene(). You can also map to an item's parent
item by calling QGraphicsItem::mapToParent() and
QGraphicsItem::mapFromParent(), or between items by calling
QGraphicsItem::mapToItem() and QGraphicsItem::mapFromItem(). All
mapping functions can map both points, rectangles, polygons and
paths.
The same mapping functions are available in the view, for mapping to
and from the scene. QGraphicsView::mapFromScene() and
QGraphicsView::mapToScene(). To map from a view to an item, you
first map to the scene, and then map from the scene to the item.
\section1 Key Features
\section2 Zooming and rotating
QGraphicsView supports the same affine transformations as QPainter
does through QGraphicsView::setMatrix(). By applying a transformation
to the view, you can easily add support for common navigation features
such as zooming and rotating.
Here is an example of how to implement zoom and rotate slots in a
subclass of QGraphicsView:
\snippet graphicsview.cpp 2
The slots could be connected to \l{QToolButton}{QToolButtons} with
\l{QAbstractButton::autoRepeat}{autoRepeat} enabled.
QGraphicsView keeps the center of the view aligned when you transform
the view.
See also the \l{Elastic Nodes Example}{Elastic Nodes} example for
code that shows how to implement basic zooming features.
\section2 Printing
Graphics View provides single-line printing through its rendering
functions, QGraphicsScene::render() and QGraphicsView::render(). The
functions provide the same API: You can have the scene or the view
render all or parts of their contents into any paint device by passing
a QPainter to either of the rendering functions. This example shows
how to print the whole scene into a full page, using QPrinter.
\snippet graphicsview.cpp 3
The difference between the scene and view rendering functions is that
one operates in scene coordinates, and the other in view coordinates.
QGraphicsScene::render() is often preferred for printing whole
segments of a scene untransformed, such as for plotting geometrical
data, or for printing a text document. QGraphicsView::render(), on the
other hand, is suitable for taking screenshots; its default behavior
is to render the exact contents of the viewport using the provided
painter.
\snippet graphicsview.cpp 4
When the source and target areas' sizes do not match, the source
contents are stretched to fit into the target area. By passing a
Qt::AspectRatioMode to the rendering function you are using, you can
choose to maintain or ignore the aspect ratio of the scene when the
contents are stretched.
\section2 Drag and Drop
Because QGraphicsView inherits QWidget indirectly, it already provides
the same drag and drop functionality that QWidget provides. In
addition, as a convenience, the Graphics View framework provides drag
and drop support for the scene, and for each and every item. As the
view receives a drag, it translates the drag and drop events into a
QGraphicsSceneDragDropEvent, which is then forwarded to the scene. The
scene takes over scheduling of this event, and sends it to the first
item under the mouse cursor that accepts drops.
To start a drag from an item, create a QDrag object, passing a pointer
to the widget that starts the drag. Items can be observed by many
views at the same time, but only one view can start the drag. Drags
are in most cases started as a result of pressing or moving the mouse,
so in mousePressEvent() or mouseMoveEvent(), you can get the
originating widget pointer from the event. For example:
\snippet graphicsview.cpp 5
To intercept drag and drop events for the scene, you reimplement
QGraphicsScene::dragEnterEvent() and whichever event handlers your
particular scene needs, in a QGraphicsItem subclass. You can read more
about drag and drop in Graphics View in the documentation for each of
QGraphicsScene's event handlers.
Items can enable drag and drop support by calling
QGraphicsItem::setAcceptDrops(). To handle the incoming drag,
reimplement QGraphicsItem::dragEnterEvent(),
QGraphicsItem::dragMoveEvent(), QGraphicsItem::dragLeaveEvent(), and
QGraphicsItem::dropEvent().
See also the \l{Drag and Drop Robot Example}{Drag and Drop Robot} example
for a demonstration of Graphics View's support for drag and drop
operations.
\section2 Cursors and Tooltips
Like QWidget, QGraphicsItem also supports cursors
(QGraphicsItem::setCursor()), and tooltips
(QGraphicsItem::setToolTip()). The cursors and tooltips are activated
by QGraphicsView as the mouse cursor enters the item's area (detected
by calling QGraphicsItem::contains()).
You can also set a default cursor directly on the view by calling
QGraphicsView::setCursor().
See also the \l{Drag and Drop Robot Example}{Drag and Drop Robot}
example for code that implements tooltips and cursor shape handling.
\section2 Animation
Graphics View supports animation at several levels. You can
easily assemble animation by using the Animation Framework.
For that you'll need your items to inherit from
QGraphicsObject and associate QPropertyAnimation with
them. QPropertyAnimation allows to animate any QObject
property.
Another option is to create a custom item that inherits from QObject
and QGraphicsItem. The item can the set up its own timers, and control
animations with incremental steps in QObject::timerEvent().
A third option, which is mostly available for compatibility with
QCanvas in Qt 3, is to \e advance the scene by calling
QGraphicsScene::advance(), which in turn calls
QGraphicsItem::advance().
\section2 OpenGL Rendering
To enable OpenGL rendering, you simply set a new QGLWidget as the
viewport of QGraphicsView by calling QGraphicsView::setViewport(). If
you want OpenGL with antialiasing, you need OpenGL sample buffer
support (see QGLFormat::sampleBuffers()).
Example:
\snippet graphicsview.cpp 6
\section2 Item Groups
By making an item a child of another, you can achieve the most
essential feature of item grouping: the items will move together, and
all transformations are propagated from parent to child.
In addition, QGraphicsItemGroup is a special item that combines child
event handling with a useful interface for adding and removing items
to and from a group. Adding an item to a QGraphicsItemGroup will keep
the item's original position and transformation, whereas reparenting
items in general will cause the child to reposition itself relative to
its new parent. For convenience, you can create
\l{QGraphicsItemGroup}s through the scene by calling
QGraphicsScene::createItemGroup().
\section2 Widgets and Layouts
Qt 4.4 introduced support for geometry and layout-aware items through
QGraphicsWidget. This special base item is similar to QWidget, but
unlike QWidget, it doesn't inherit from QPaintDevice; rather from
QGraphicsItem instead. This allows you to write complete widgets with
events, signals & slots, size hints and policies, and you can also
manage your widgets geometries in layouts through
QGraphicsLinearLayout and QGraphicsGridLayout.
\section3 QGraphicsWidget
Building on top of QGraphicsItem's capabilities and lean footprint,
QGraphicsWidget provides the best of both worlds: extra
functionality from QWidget, such as the style, font, palette, layout
direction, and its geometry, and resolution independence and
transformation support from QGraphicsItem. Because Graphics View
uses real coordinates instead of integers, QGraphicsWidget's
geometry functions also operate on QRectF and QPointF. This also
applies to frame rects, margins and spacing. With QGraphicsWidget
it's not uncommon to specify contents margins of (0.5, 0.5, 0.5,
0.5), for example. You can create both subwidgets and "top-level"
windows; in some cases you can now use Graphics View for advanced
MDI applications.
Some of QWidget's properties are supported, including window flags
and attributes, but not all. You should refer to QGraphicsWidget's
class documentation for a complete overview of what is and what is
not supported. For example, you can create decorated windows by
passing the Qt::Window window flag to QGraphicsWidget's constructor,
but Graphics View currently doesn't support the Qt::Sheet and
Qt::Drawer flags that are common on Mac OS X.
The capabilities of QGraphicsWidget are expected to grow depending
on community feedback.
\section3 QGraphicsLayout
QGraphicsLayout is part of a second-generation layout framework
designed specifically for QGraphicsWidget. Its API is very similar
to that of QLayout. You can manage widgets and sublayouts inside
either QGraphicsLinearLayout and QGraphicsGridLayout. You can also
easily write your own layout by subclassing QGraphicsLayout
yourself, or add your own QGraphicsItem items to the layout by
writing an adaptor subclass of QGraphicsLayoutItem.
\section2 Embedded Widget Support
Graphics View provides seamless support for embedding any widget
into the scene. You can embed simple widgets, such as QLineEdit or
QPushButton, complex widgets such as QTabWidget, and even complete
main windows. To embed your widget to the scene, simply call
QGraphicsScene::addWidget(), or create an instance of
QGraphicsProxyWidget to embed your widget manually.
Through QGraphicsProxyWidget, Graphics View is able to deeply
integrate the client widget features including its cursors,
tooltips, mouse, tablet and keyboard events, child widgets,
animations, pop-ups (e.g., QComboBox or QCompleter), and the widget's
input focus and activation. QGraphicsProxyWidget even integrates the
embedded widget's tab order so that you can tab in and out of
embedded widgets. You can even embed a new QGraphicsView into your
scene to provide complex nested scenes.
When transforming an embedded widget, Graphics View makes sure that
the widget is transformed resolution independently, allowing the
fonts and style to stay crisp when zoomed in. (Note that the effect
of resolution independence depends on the style.)
\section1 Performance
\section2 Floating Point Instructions
In order to accurately and quickly apply transformations and effects to
items, Graphics View is built with the assumption that the user's hardware
is able to provide reasonable performance for floating point instructions.
Many workstations and desktop computers are equipped with suitable hardware
to accelerate this kind of computation, but some embedded devices may only
provide libraries to handle mathematical operations or emulate floating
point instructions in software.
As a result, certain kinds of effects may be slower than expected on certain
devices. It may be possible to compensate for this performance hit by making
optimizations in other areas; for example, by using \l{#OpenGL Rendering}{OpenGL}
to render a scene. However, any such optimizations may themselves cause a
reduction in performance if they also rely on the presence of floating point
hardware.
*/
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